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1500 pt. Necron Army list, could use advice  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




This list is theoretical and could use some tweaking, but here goes.

HQ

  •     -Necron Lord w/ res orb and VoD-200 Pts

 Troops

  •     10 Necron Warriors- 180pts
  •     10 Necron Warriors- 180pts  
  •      10 Necron Warriors- 180pts

Elite

  • 10 Necron Immortals- 280pts

Fast Attack

  • 3 Necron Destroyers- 150pts
  • 3 Necron Destroyers- 150pts

Heavy Support

  • 1 Monolith- 235pts

Total Points- 1555

This list is theoretical and I think it could work well, but I would like feedback with suggestions. I would like to get the list closer to 1500pts. Feedback would be greatly appreciated.

   
Made in us
Fresh-Faced New User




The list will work well... got all of the solid components. Might I ask what the occasion is? 1500 points... is that a local shop game size? Or just you and some buddies... I ask because my experience is with 1750 and 1850 games...

For some changes, I would recommend taking less of the bad necrons and more of the good ones. Try dropping the third warrior unit and use those points to add destroyers. The more destroyers you have, the safer your investment in them will be (let me know if that makes sense to you). Also a change that does not require any points is to take your 10 man immortal unit and split it in 2. It doesn't seem like it makes much sense, but just keep them within 6 inches of each other and you are more likely to get your wbb rolls. Don't let the smaller units get charged by large assault units. This gives you more flexibility in choosing who to shoot with and more scoring units to start with. I know the drawbacks of having two units, specifically that you can't move the whole unit with the veil. For my playstyle it is still the right choice. I tend to not ever have to move them anyway, you don't want the unit getting seperated and surrounded by falcons thanks to a bad scatter. I use the veil to set up any assault units to be shot by pulling units out of cc. You'll need to stay very aware of any enemy assault elements and ensure that both of your units can't be charged at the same time. This way the veil or monolith moves don't shift your deplyment too much, the phalanx stays intact and you have the maximum control over your shooty units. 9 out of 10 times i veil warriors because i use them as the assault catcher.

So try adding 2 more destroyers and dropping the warriors. Honestly, don't worry about phase out. I play a 1750 list with 44 necrons in it. I never get phased out, honestly. the few times I can remember when I was phased out, the game was hopelessly lost to me anyway. I play to protect my necrons, and you should too, but I wouldn't over-hype the phase out chances of a shooty necron list.

You've obviously got an eye for what is good in the army book, and you'll have a great time beating the stuffing out of tau and eldar. Drop-pod marines and iron warriors give me fits however, and will probably do the same to you.

Dont use the veil to split your forces, you don't have much AP so your marine kills are gonna be when your whole army shoots at one unit and hands him a bunch of armor saves. Also, staying close helps you draw the skimmer armies in close enough to you so that you can take down their vehicles and the soft mushy riders inside. Don't be too aggressive with your destroyers, if you lose them early you lost basically.

excuse the unsolicited tactical advice i added, i just wanted to make sure you got a reply that was longer than two sentences.

I am thinking about playing necrons this year for tourneys thanks to the eldar codex coming out and it being so punishing to the "castling" or "lascannon heavy" lists out there. I seem to eat Tau and eldar players' lunch in my testing. Unfortunately, people who have 6-10 lascannons and lots of mobile plasma or assault cannons don't have a problem bringing down my units that have teeth. What i'm hoping is that some percentage of those players are going to think that they should shoot at my warriors to phase me out, and I'll get my res orb powered wbb all day long while my destroyers take them apart. Also i hope that in the first round or two the marines will be playing tau and eldar and losing to them. Then maybe i can get some favorable matches later if i make it that far.

so anyway, I am gonna be watching for necron bat-reps. If you can, please come back and let us all know how your games are going. It will help me on my unending quest to accumulate and process data.
   
Made in us
Fresh-Faced New User




Thank you for the advice. I can see a tactical advantage of having my Immortal squad split into two, but I still like the idea of devastating massed fire coming from them to fire warriors or crisis suits. This army list I think is more along the lines of what you are thinking of. To answer your question, 1500 points is usually the maximum a person can field at the store I go to.

HQ- Same
Troops
-10 Necron warriors(180pts)
-10 Necron warriors(180pts)
Elite
-5 Necron Immortals(140pts)
-5 Necron Immortals(140pts)
Fast Attack
-3 Necron Destroyers(150pts)
-3 Necron Destroyers(150pts)
-3 Necron Destroyers(150pts)
Heavy Support
- 1 Monolith(235pts)
Total Points- 1525
Thanks for the feedback. Morgalblade
   
Made in us
Been Around the Block




I'm glad someone else plays 1500 pt games.  I like faster games and 1850 does take a little more time than 1500.  I honestly think that GW and store owners pushed for 1850 to increase sales, more than gameplay reasons.

I just wanted to say that I really like your list.  I think you could definately switch 10 warriors out for more destroyers and not lose too much on your phase out number.   Against some armies, scarabs might work too.  They move as jetbikes!!!

I don't think I would split the immortals though.  Since immportals kill MEQ through volume of fire, you want maximum shots after your VOD.  The 10 man Immortal unit is a greater threat to vehicles as well.  Also, necron lords with Orbs do not count as Immortals for WBB rolls, so you don't want to have 5 immortals go down and have no models of like type within range.
   
Made in us
Fresh-Faced New User




those changes look really good. That is gonna be my 1500 point if someone asks me to play at that size.

I think both of you are confused about what I mean when i say split the immortals. When I split my immortals I keep them within 3 to 4 inches away from each other at all times. I don't mean split them and then deploy them on different sides of the table. That would get them both killed quite easily. They need to stay within 6" of eachother so that when the 5th one goes down they still get their WBB. This doesn't change anything about their firepower at all. It just lets you see what the first 10 shots do before you decide on the second 10. If a guy just made an aggressive move on you with two speeders in two units, this allows you to shoot at both of them with your immortals, or if you shoot down a wave serpent with the first ten, then the second ten can shoot the dire avengers. For movement purposes they are really a single presence on the battlefield. Not being able to teleport the whole lot of them in one go is the only trade-off for the split, unless they are farther away from eachother than 6". If they are then all 10 of them get infinitely more fragile.

It takes practice to use the two small units and not get split up and picked off. but please try it. Just remember the WBB rules about being close to other similar units. And don't get charged with them. Stretch a unit of warriors in front of them against fast assault armies. When the warriors get charged pull them out with the monolith or the veil and then open fire with the immortals/destroyers.

So i guess to get down to 1500 you are gonna have to make those destroyers 2x4, then buy yourself one more warrior.

Oh yeah, and what i said about keeping your immortals together applies equally to your destroyers. You are not allowed to split the two units under any circumstances. It's just too easy for your opponent to kill 5 T5 marines, keep the destroyer units within 6" of eachother and against a really shooty opponent keep 1 destroyer out of line of sight completely, this way you make sure you can preserve some WBBs and keep them available for more by pulling them through the monolith. Secrets to success i guess.

happy harvesting...
   
Made in us
Been Around the Block




Ahhh....I see what you mean about the immortals.

Does your veil lord run with warriors or immortals?

The reason I recommended keeping the big guys together so that the lord could jump around with them, but you appear to be using them in more of a static "gun line" approach.
   
Made in us
Fresh-Faced New User




If I'm up against an army with no ordnance, then I rarely join a unit with my lord. If I'm up against ordnance, I join warrior squads. My reasoning is that the destroyers and immortals very rarely benefit from the res orb. Only railguns can take away their wbb, and they are usually going on my monolith to start. (str 10 ap2 ordnance is scary as hell to me and is a totally different animal. If my opponent deploys a vindicator or a demolisher, I deploy accordingly and it is my first and only priority until it is dead.) I keep the immortals and destroyers out of close combat as best i can, so really only the warriors need the orb. I also do my best to make sure the warriors are the only ones getting into combat, since they have the larger unit size and are going to be benefiting from the orb.

You are right... I tend to turtle up a little bit. i used to run 7-8 immortals and veil them all over the place. That was fun and effective back in the castling days. Nowadays it seems that I am facing a drop pod army or a snakes on a plane list or a fish of fury list, and I can't afford to be split up. Those lists are successful because they cut your arms and legs off, and let your body bleed out, rather than going for the gut shot (like 3rd edition armies did).

If I did need to make an offensive veil move, I'd probably take a destroyer unit with me. I will concede that the 20 str 5 shots is about as devastating as it gets, and being able to put it anywhere every turn is a viable tactical option. And depending on your local metagame, it could possibly be the smarter choice. Playstyle has a lot to do with it too.

I need to get in more games against Ithuriel's iron warriors, its kinda hard to do though, it's alot like saying "I need to put this fork in this electrical outlet a few more times so i can learn why its not a good thing to do". After playing them a bunch i'm gonna want something a bit more substantial to veil over and kill some defilers. Something that won't disappear when a demon prince charges them. A good iron warrior player will bait you into moving your orb away from your main army then go to town on your warriors with ordnance. You make that mistake, and you get phased out. A second lord is not an option. Th lord is either the first or second most overcosted units in the necron army. I justify it as part of a pad that covers the wbb special rule and res orb. But I can't in good conscience spend another 200 points on something like that. The first one is compulsory, fine I'd just rather have a better game against the skimmer armies and just take the loss on iron warriors/black legion.

I love necron threads... The more and more successful non meq armies that come out, the better and better we get. The less marine hate other armies pack, the harder we get. And it seems like the other necron players out there who haven't permanently moved on are really refining their game. I'm really looking forward to a new codex with jut a couple tiny tweaks... I miss everyone complaining about my army.

good luck fellas!
   
Made in us
Fresh-Faced New User




Whatever you do, do not split the immortals. Ask yourself this what are you using the Veil for? Its one of two things, its either to teleport a squad around and take out strategic targets or its to pull units out of hand to hand.

If the circumstances of the battle leave you with no need for an additional remover from assault past the Monolith then your Veil is best used offensively with 10 Immortals. Remember Immortals guns are assault so they can Deep Strike and fire 24" that turn. Splitting that unit up is crazy it cripples your best offensive weapon in the entire list. A lord with 10 Immortals alone can beat some armies just by themselves.
   
Made in ca
Fresh-Faced New User




If yo want something closer to 1500 pts try this army i've only used it against space wolves but it was quite good

 

  • HQ

Necron lord with warscythe, Phylactery, Resurection orb, lightning field, and desruption field. for 195pts

  • Elites

6 Flayed ones for 108pts

  • Troops

12 Necron warriors for 216pts

12 Necron warriors for 216pts

12 Necron warriors for 216pts

  • Fast attack

4 Necron Destroyers for 200pts

  • Heavy support

2 Tomb syders for 110

Monolith for 235

Total 1496

   
Made in au
Been Around the Block




johanas, I would say that overly tooled up lord was using too many points, and with a Monolith and footslogging Res Lord at 1500 points those Spyders are overkill. You could easily afford some more Flayed Ones with those points (or preferably some Immortals).
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Mulciber has the right idea. Take all of the hard units and play to the necrons strength's. You have two ways to port your warriors and the Immortals and destroyers will all have range first turn to shoot up your opponents biggest threats(fast assault) to your own force. Port warriors in to finish off units your range guns have already softened up. Withstand the next turns assault and port out of thier rinse and repeat. Mobility and fire power usually equals competetive. johanas list is awfull and should get out manouvered and phased pretty quickly.  Flayed ones at 6 will serve as a sling shot for most assault troops after they wipe them  and D6 forward.  Shoot down that one unit of 4 destroyers and thier is absolutely no mobility left.
   
 
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